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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - ahrenjb

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Suggestions / Fleet Supply Quantity - Update while transfering.
« on: April 04, 2018, 03:11:44 PM »
When buying / transferring supplies from a market / cargo pods / salvage screen / storage / etc., it would be nice if the yellow supply counter in the lower left HUD panel updated continuously as you changed the stack size or slider. It currently works this way for fuel, cargo capacity, and crew. The little yellow total supplies number doesn't update until you actually drop the stack however.

Not a big issue, especially seeing as the "capacity bar" is more important, but it'd make it a little slicker to top up to a specific quantity of supplies if it worked the same way as everything else.

Maybe this should have been a bug report instead, feels like something that was overlooked rather than an overt error. Felt a little silly to open a new topic for something so small, but I'm sure it makes it easier to track individual issues. If this has already been mentioned elsewhere, apologies for the redundant call-out.

2
General Discussion / Strike Craft Accuracy
« on: May 11, 2015, 10:17:09 AM »
If this has been brought up before, mods can delete this thread.

Every time I start a new campaign, I try a different play style and fleet composition to continue getting a more well rounded understanding of the game balance and mechanics. This time around I have a carrier and fighter wing heavy fleet, and decided to try to rely on strike craft for heavy hitting. But, I've noticed a problem.

Torpedo bombers are terrible at hitting their targets. Even vs large, cumbersome targets like capitals I notice them missing almost half the time. They don't seem to be able to predict target movement or lead at all. Vs even marginally agile cruisers like the Eagle or Falcon they just totally lose it. They all feel like rookies to me. Now, I don't think the wings themselves or the weapons need any sort of a buff, they seem to be pretty good as is. It's the AI that could use work, and even then it isn't TERRIBLE, but I would like to see some more options for fighter/bomber heavy fleets.

So, how about a new skill for fighters / strike craft that improves their ability to lead and hit smaller or faster targets?

3
Suggestions / Ability to target items in campaign layer.
« on: February 06, 2015, 03:14:37 PM »
So, I think a good addition to the campaign layer would be the ability to target items. Currently, clicking an item while in space or from the map screen sets your autopilot to go to that destination. The only way to interact with any object in space is to fly right up to it, at which point the interaction dialogue is opened.

If we were able to set objects (fleets, asteroids, planets, stations, gates, etc) as a target the UI could tell us some pertinent details about that item. Distance from the player, associated faction, etc. For fleets, it could display relation, burn speed, some of the things that are already present in the mouse-over window, but more remotely. Maybe fleet composition would only be visible from up close, still. (On that specific note, this would offer some opportunities for skills to be useful outside of combat. Initially, fleets on the map are only visible as a generic "fleet". A skill or hull mod or piece of equipment allows faction identification IFF, another allows determining the size of an enemy fleet, maybe a high level skills allows seeing fleet composition or other details from far off) For planets, maybe market size or types available. A new key or button in the UI would become the autopilot key. This would open up a lot of possibilities for interacting with the game world. For instance, the addition of a "hail" feature, described below.

Hailing other fleets. You could use this in a variety of ways. Besides adding a lot of potential for information dump and storytelling that will be needed in the final version of the game, it would allow meaningful interactions between the player and NPCs besides just combat (and now tolls). You could target a trade fleet, and maybe they could share an interesting piece of information about a supposed shortage, or conflict in another part of the universe. You could hail friendly fleets elsewhere in the system and request fuel / supplies if you're out, providing an alternative to game-over for being stuck without fuel in some places. Maybe other fleets could hail you, too. Maybe they actually need some fuel, maybe it's a trap and a pirate fleet hiding on a nearby moon ambushes you. If you meet certain conditions, maybe you could taunt an enemy fleet into coming to you, allowing you to engage them even if your burn speed is slower. Maybe you're in a nasty part of space with a slow fleet and you're able to hail a mercenary fleet, and you can pay them to escort you to the nearest gate. Just a few ideas.

There are a lot more ways this could be used.

So, clicking an object in space would set it as the "Target". Certain relevant information about that item could then be displayed in a UI element. The press of a key or button would either set autopilot to this item or open up a hail. Addition keyboard shortcuts could be used to target items that are beyond your view without using the map. One to cycle item "type" (fleet / celestial body / hyperspace gate / etc), one to cycle through items within that type. It would be tedious compared to using the map, but I still think it should be possible.

Thoughts / criticisms?

4
Suggestions / Integration of Map and Intel Tabs
« on: October 24, 2014, 12:17:59 PM »
I read in some thread that Alex was a little tweaked already about having more than one map type as well as wanting to be able to access both the hyperspace map and system map from the same area, and someone else suggested map filters. I think that these concepts could be combined pretty well to create an excellent unified map / intel screen. I mean, a map is just a form of intel anyway, why not wrap it all up.

Imagine the map screen with a sidebar like the intel screen containing information and multiple filters for fleets / planets / gates / intel, and a tab for the log. The map would be zoomable and scroll-able like the current map, but would allow the intel data to be seen in one place. Various filters / overlays would be used to determine what data was being seen, and you could go out to the hyperspace level or in to the system level by clicking systems or something. You would only be able to view fleets in the area you're currently in, so either whatever system you're in or in hyperspace, and maybe only view maps of systems you've already visited.

Thoughts?

Seems like a way to add a little functionality, and clean up the interface a bit.

5
Bug Reports & Support / Repeatable null crash on intel open.
« on: October 23, 2014, 10:14:10 PM »
Currently experiencing a "null" crash when opening the intel tab, either by pressing E or clicking the tab in the UI. Did it several times in a row to make sure it wasn't a one off thing.

The .log was too large to attach, so here's a link to it, hopefully it helps. Let me know if you want my save, game directory, or anything else that might be of use.

https://www.dropbox.com/s/7jq6jf368vi31z6/starsector.log?dl=0

So you have a complete picture, I do have the SCY mod with LazyLib installed, and I manually modified the two .json files as outlined on the mods page for installation to put the systems in their appropriate place.

6
Bug Reports & Support / Weapon Arcs in disabled HUD.
« on: October 23, 2014, 02:53:26 PM »
When the HUD is turned off using F11, it removed all UI elements except the weapon arcs for the currently active weapon. Kind of intrusive if trying to take "pure" screenshots. Not sure if this is considered a bug or was done by design, but I can't imagine anyone tries to fight with the HUD off, so they seem pointless.

7
Suggestions / Core Epoch combat frigate.
« on: October 23, 2014, 12:58:32 PM »
I'm getting to the point now where I've pretty thoroughly played and explored the various ships that Starsector has to offer, and I really love what's been done. Ships all have some character to them, and they are distinct with their own quirks. There are many ways that ships can be categorized and classified, and it makes for a wonderfully diverse experience that allows the player a broad range of play styles. In the last couple of updates, a couple great new craft have been added. However, I think the game is sorely lacking a combat oriented frigate to fit in with the Core Epoch / Mid-Tech ships. Forgive me if I'm misusing lore terms, but allow me to explain what I mean...

- The Hammerhead and Sunder destroyers
- The Eagle, Falcon, and Heron cruisers
- The Conquest capital class ship

These all have a unified art style, and to some extent, play style. They all emphasize mobility, and utilize a balance of armor and shielding for defensive purposes. They mix energy and ballistic weapons in various combinations, and require a somewhat active play style to manage flux use and defense, as they are more fragile than their heavy low tech or shielded high tech counterparts. They're very "balanced". While all the other ship "eras" have a good mix of all four classes, this era seems to be lacking in frigates. The Brawler and Monitor are aesthetically similar, but too slow to really fit the part. The shepherd is a wonderful new addition, but sort of a specialized vessel, like the Omen for high-tech. The vigilance is too weak to be considered a real (edit: Solo) combat frigate, and it says as much in the description.

Low tech has the wonderful Lasher. High tech has the Wolf and Tempest (and to some extent, Hyperion, but I consider this more specialized). Mid, however, I've found to be lacking. I think with the addition of another frigate or two, this would be a wonderfully well rounded group of ships.

Just a suggestion!

Edit: Fixed a couple of typos.

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